[情報] IGN:E3 2011 令人驚奇的路奇鬼屋2 (or렠…
IGN原文出處
http://ds.ign.com/articles/117/1173785p1.html?_cmpid=ign106
E3 2011: The Incredible Depth of Luigi's Mansion 2
E3 2011: 令人驚奇的路奇鬼屋2
There are quite a lot of major, impressive 3DS games on display here at E3.
Kid Icarus Uprising is sensational. Mario Kart rocks. The new Super Mario --
totally solid. But I'm stepping up right now to tell you that Luigi's Mansion
2 blows them all away in the area that may just matter most. 3D.
這次E3展,有許多主流且令人印象深刻的3DS遊戲展示。引起轟動的光神話,搖滾的瑪莉
歐賽車,非常紮實的新超馬。但是我要告訴你,在最重要的3D顯示這方面,路易鬼屋則
是大勝上述遊戲。(譯注:我會再加油的...Orz)
Now, others will have different opinions. You'll read about how the
stereoscopic depth brings the landscapes of Kid Icarus to life, or how Mario
Kart's tracks have never looked better. And those things are true. But
Luigi's Mansion 2, with its slow pace of exploration, its indoor environments
and its comparatively intimate focus, draws you into the 3D experience in a
way the faster action games just can't hope to achieve.
一定有人對我上面的意見有著不同看法。你會聽到別人談論光神話的立體景深如何呈現栩
栩如生的景色,瑪莉歐賽車的賽道是到目前為止最好的。這些看法都沒錯。但是路奇鬼屋
2,靠著慢節奏的探索,室內環境,以及比較深入的重點,將你引入那些快節奏動作遊戲
所無法達到的3D體驗。
It just looks brilliant. Like staring into a living, breathing diorama where
Luigi's tip-toeing around and getting freaking out by spooks at every turn.
The architecture of the mansion is wonderfully detailed, with each piece of
furniture, each wall-hanging decoration and each wispy, wafting cobweb all
helping weave together the incredibly deep experience.
鬼屋看來非常出色。每次當路奇踮著腳尖,而且被鬼魂嚇到的時候,就像是看著一個活生
生,會呼吸的模型。鬼屋本身到處都是令人讚嘆的細節,每件家具,每件壁掛,還有微微
飄動的蜘蛛網,一起編織出不可置信的遊戲體驗。
Oh, and the game's pretty fun to play too.
而且實在是太好玩了。
Anyone who's had a turn with the GameCube original Luigi's Mansion will pick
up the basic concept here right away, as it's essentially the same design --
Luigi is armed with a combination flashlight/vacuum cleaner and he must first
scare the mansion-dwelling ghosts with a blast of light, then suck them up
into his Poltergust canister. He also comes across lots of scattered coins
and dollar bills to collect along the way, and he has to solve simple puzzles
and clear certain rooms entirely of ghosts to earn keys and move forward
through locked doors to get deeper into the mansion.
任何玩過GC版路奇鬼屋的人,很快就能理解遊戲基本概念,而且路奇鬼屋2基本上是相同
的設計---背著附有手電筒的吸塵器,路奇必須先用強光去驚嚇住在鬼屋各處的鬼,然後
把鬼吸入博士特製的罐子(Poltergust canister)。路奇也要沿路收集散落四處的金幣與
紙鈔,解開簡單的謎題,把某些鬧鬼房間"吸"乾淨以取得鑰匙,才能打開被鎖住的門以便
深入鬼屋。
This 3DS sequel adds a few tweaks to the formula, though. Luigi's flashlight
can now shoot out a quick, intense burst of light called a strobe to start
the process of ghostcatching (that's a bit different than the Cube game.)
Luigi's also got a new, electricity-based zap attack that he can trigger when
a ghost tries to escape from his vacuum stream -- an A Button icon will flash
above his head, and then hitting A with proper timing will send out a yellow
bolt of lightning to shock the spook back into submission, defeating their
attempt to break away from being sucked up.
路奇鬼屋2在舊公式上增加了一些步驟。路奇的手電筒現在可以射出猶如閃光燈般的快速
強力光線來開始抓鬼程序(與GC版稍微不同)。路奇也得到一個全新的電擊技能,如果鬼魂
想要逃離吸塵器的魔爪----一個A鍵圖示會在路奇頭上閃爍,在適合的時機按下A鍵,會射
出一顆黃色閃電球把鬼魂電的哇哇叫,打消鬼魂想要逃跑的念頭。
Then there's simultaneous ghost streaming, which awards you for stunning and
then capturing more than one ghost at once. Nintendo's rep in attendance told
me they've got the game system supporting as many as three ghosts getting
sucked at once right now, and they're pushing for even more in the final
product. Four, five, six ghosts at once? Who knows.
接著,鬼也有"鬼"海戰術,你可以一次麻痺並抓到複數以上的鬼。展場上的任天堂人員告
訴筆者,目前他們使遊戲系統可以一次捕捉到三隻鬼,而且正在努力讓最終成品可以一次
捕捉更多。四隻,五隻,六隻?天曉得。
The 3DS system's built-in gyroscope also comes into play, as tilting your
system up, down and side-to-side lets Luigi aim his vacuum and/or flashlight
above and below him -- in the demo, extra coins were hiding in the rafters of
a room and couldn't be collected without the tilt.
3DS內建的陀螺儀也有應用在遊戲中。把主機上下左右傾斜,路奇也會把吸塵器或手電筒
瞄準他頭上或腳下,在demo中,有些藏在房間屋椽的金幣,你不傾斜主機是收集不到的。
And then there are the new additions that, again, just serve to reinforce
this game's great sense of depth -- like turning the flashlight around and
pointing it straight out of the screen. At your face. Luigi has no qualms
about blinding the player controlling him, and the lighting flare effect that
results from trying to flash yourself is a whole lot of fun -- reminiscent of
that great first time in Metroid Prime when you saw Samus' eyes reflect
against the inside of her visor.
為了強化遊戲體驗,還有新的額外設計----例如將手電筒照出螢幕外。路奇對於用手電筒
照射玩家沒有什麼不安,而且是因為你試著讓自己被照射來獲得樂趣。讓人想起在銀河戰
士中,你第一次看到映射在薩姆斯面罩下的的眼神。
(譯注:應該是指控制路奇把手電筒照瞎玩家自己~XD)
Now, Luigi's Mansion 2 isn't going to have the name recognition of Nintendo's
other titles. It's probably not going to get as much attention as them, as E3
goes forward. It may not win as many awards. But no matter how anyone else
reacts, I'm telling you the truth right here -- Luigi's Mansion 2 is a
winner, it's absolutely worth getting hyped for and it's proving that there's
more and more potential to tap with the 3DS system's signature stereoscopic
screen.
最後,路奇鬼屋2將不會有任天堂其他系列作的辨識度,也應該不會得到那麼多注意。也
不會贏得那麼多E3獎項。但是別管其他人怎麼說,讓筆者告訴你----路奇鬼屋2真的是贏
家,因為它證明了3DS的立體螢幕有多大的潛力,絕對值得為此大肆宣傳。
[翻譯小感]
第一次嘗試把IGN文章全文翻譯,沒想到這麼費力...Orz
全部手工翻譯,沒有用翻譯機器,請各位板友先進指教。
--
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